// globals
	
// Define a vertex shader output structure;
struct OutputVS
{
    float4 posH:POSITION0;
};

struct OutputPS
{
    float4 color: COLOR0;
    float4 normal: COLOR1;
    float4 depth: COLOR2;
};

// Vertex shader -------------------------------------------------------------------------------------
OutputVS TransformVS( float3 position:POSITION0 )
{
	// output structure
	OutputVS outVS;
	
	outVS.posH = float4( position, 1.0f );
	
    return outVS;
}


// Pixel Shader ---------------------------------------------------------------------------
OutputPS TransformPS( OutputVS outVS )
{
	OutputPS outPS;
	
	outPS.color = 0.0f;
	outPS.color.a = 0.0f;
	outPS.normal.a = 0.0f;
	outPS.normal.rgb = 0.5f;
	outPS.depth = 1.0f;
	
	return outPS;
}

// ----------------------------------------------------------------------------------------
technique Basic
{
    pass P0
    {
        vertexShader = compile vs_2_0 TransformVS();
        pixelShader  = compile ps_2_0 TransformPS();
      
		ShadeMode = Flat;
        //FillMode = WIREFRAME;
        
        CullMode = CCW;
    }
}
